entity

momentum_generic_bomb

entity
explosion, TF2, point entity

Generic Bomb Keyvalues # Explosion Damage (damage<float>) Amount of damage to do when exploding. The default value is 50. Explosion Radius (radius<float>) Explosion radius. The default value is 100. Health (health<integer>) Health of the bomb. The default value is 1. Explosion Sound (sound<sound>) Name of the sound effect to play when exploding. Input # input Detonate(void) Force detonation. Output # OnDetonate(void) Fired when this bomb detonates.

momentum_pickup_ammo

entity
point entity, weapons, ammo

This entity can be used to give the player ammo. Keyvalues # Reset Time (ResetTime<float>) The amount of time in seconds before a weapon can be picked up again. If this value is negative, then the spawner will only give a weapon once. Ammo Name (AmmoName<string>) Name of the ammo type to give the player. Must be one of the names listed on Ammo System. Pickup Ammo (PickupAmmo<integer>) Amount of ammo to give the player for the specified ammo type. ...

momentum_powerup_damage_boost

entity
point entity, powerups, defrag

This entity gives the player the damage boost effect in defrag. Keyvalues # Reset Time (ResetTime<float>) The amount of time in seconds before the powerup can be picked up again. If this value is negative, then the powerup can only be picked up once. Damage Boost Time (DamageBoostTime<float>) The amount of time in seconds for the damage boost effect to last. If this value is negative, then the effect is indefinite and will last until changed to be finite or 0. ...

momentum_powerup_haste

entity
point entity, powerups, defrag

This entity gives the player the haste effect in defrag. Keyvalues # Reset Time (ResetTime<float>) The amount of time in seconds before the powerup can be picked up again. If this value is negative, then the powerup can only be picked up once. Haste Time (HasteTime<float>) The amount of time in seconds for the haste effect to last. If this value is negative, then the effect is indefinite and will last until changed to be finite or 0. ...

trigger_catapult

entity
trigger, player, TF2

A trigger volume that launches the player at a specified speed towards a target or in a direction. This entity also contains some filtering for the players velocity and entry angle. Keyvalues # Player speed (playerspeed<float>) Speed at which to launch the players (u/sec). Default is 450. Physics speed (physicsspeed<float>) Speed at which to launch physics objects (u/sec). Default is 450. Use threshold check (useThresholdCheck<integer>) Turns on filtering based on the player’s speed and entry angle when interacting with the entity. ...

trigger_momentum_limitmovement

entity
trigger, player, map, ahop, bhop, movement

Trigger that prevents the player from doing specific keypress movements. Keyvalue # Track Number (track_number<integer>) The track that this trigger belongs to: -1: All Tracks 0: Main Map 1+: Bonus Tracks Flags # Prevent the player from moving forward (8192) (Disabled by default) Prevent the player from moving to the left (16384) (Disabled by default) Prevent the player from moving to the right (32768) (Disabled by default) Prevent the player from moving backward (65536) ...

trigger_momentum_multihop

entity
trigger, map, bhop, player

Trigger that allows for multiple hops inside of it, and teleports the player if they stay inside for longer than the hold time. Keyvalues # Remote Destination (target<target_destination>) The entity specifying the point to which the player should be teleported. Local Destination Landmark (landmark<target_destination>) When “Teleport mode” is “Landmark teleport”, teleported entities are offset from the target by their initial offset from the landmark (this entity). Velocity Scale Factor (X Y Z) (velocityscale<vector>) ...

trigger_momentum_onehop

entity
player, map, track, trigger

Trigger that teleports the player after only one entry, or if they stay inside for longer than the hold time. Keyvalues # Remote Destination (target<target_destination>) The entity specifying the point to which the player should be teleported. Local Destination Landmark (landmark<target_destination>) When “Teleport mode” is “Landmark teleport”, teleported entities are offset from the target by their initial offset from the landmark (this entity). Velocity Scale Factor (X Y Z) (velocityscale<vector>) ...

trigger_momentum_progress

entity
trigger, track, map

Used for storing a discrete progress number in the player. Keyvalues # Progress Number (progress_number<integer>) -1: An optional number to assign to this progress trigger, used by filter_momentum_progress. Output # OnResetOnehops(void) Fired when the player touches this trigger.